The Best Night
Lesson 19 of 20 in Coddy's Pygame Project: Hold the Keep course.
A survival game asks: how long did you last? Keep the longest night in a file, so it is still there next time the game opens:
def load_best():
try:
with open("best_night.txt") as file:
return int(file.read())
except (FileNotFoundError, ValueError):
return 0The first time the game runs there is no file: open raises FileNotFoundError, and except answers 0 instead of stopping the program. If the file holds something that is not a number, int raises ValueError, with the same answer.
When a night ends, compare it with the record once. night.saved remembers that this night was counted, because the loop keeps running after the end and would otherwise save every frame.
In the browser the file lasts while the page is open; on your own computer it stays next to main.py.
Challenge
Medium- Write
load_best()above andsave_best(frames), which writesstr(frames)tobest_night.txt. - Before
night = Night():best = load_best(). GiveNightsaved = False. - After the update: when the state is
"won"or"lost"and the night is not saved yet, mark it saved, and ifnight.timeis more thanbest, make it the best and save it. - Under the end message show
f"You lasted {clock_text(night.time)}"at (360, 260) andf"Best night: {clock_text(best)}"at (360, 300).
Try it yourself
import random
import pygame
WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
BOSS_AT = NIGHT - 60 * 60
WAVES = [
["slime"],
["slime", "bat"],
["slime", "bat", "spider"],
["bat", "spider"],
["slime", "spider", "ghost"],
["bat", "spider", "ghost"],
["spider", "ghost"],
["bat", "ghost"],
]
UPGRADES = {
"Quick bolts": "Bolts fire more often",
"Sharp bolts": "Bolts hit harder",
"Spinning axe": "One more axe circles you",
"Swift boots": "You walk faster",
"Gem magnet": "Gems come from further",
"Hearty meal": "Get back a heart",
}
WHITE = (240, 240, 240)
BOLT = (120, 200, 255)
GOLD = (250, 200, 60)
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Hold the Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
small_font = pygame.font.Font("assets/fonts/pixel.ttf", 16)
big_font = pygame.font.Font("assets/fonts/pixel.ttf", 48)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
def sound(name):
return pygame.mixer.Sound("assets/sounds/" + name)
def whiten(image):
white = image.copy()
white.fill((255, 255, 255), special_flags=pygame.BLEND_RGB_MAX)
return white
floor_img = load("floor.png")
wall_img = load("wall.png")
knight_img = load("knight.png")
axe_img = load("axe.png")
gem_img = load("gem.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
MONSTERS = {
"slime": {"image": load("slime.png"), "speed": 1.0, "hp": 1, "size": 28},
"bat": {"image": load("dungeon_bat.png"), "speed": 1.6, "hp": 1, "size": 28},
"spider": {"image": load("spider.png"), "speed": 1.2, "hp": 3, "size": 28},
"ghost": {"image": load("ghost.png"), "speed": 0.8, "hp": 4, "size": 28},
"boss": {"image": pygame.transform.scale(load("ghost.png"), (96, 96)), "speed": 0.7, "hp": 120, "size": 64},
}
hit_sound = sound("hit.ogg")
hurt_sound = sound("thud.ogg")
gem_sound = sound("coin.ogg")
level_sound = sound("powerup.ogg")
courtyard = pygame.Rect(TILE, TILE, WIDTH - 2 * TILE, HEIGHT - 2 * TILE)
background = pygame.Surface((WIDTH, HEIGHT))
for row in range(HEIGHT // TILE):
for col in range(WIDTH // TILE):
x = col * TILE
y = row * TILE
if courtyard.collidepoint(x, y):
background.blit(floor_img, (x, y))
else:
background.blit(wall_img, (x, y))
cover = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
cover.fill((0, 0, 0, 150))
shade = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
dark_cover = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
dark_cover.fill((0, 0, 0, 210))
def draw(image, center):
screen.blit(image, image.get_rect(center=center))
def clock_text(frames):
seconds = frames // 60
return f"{seconds // 60}:{seconds % 60:02d}"
def edge_point():
side = random.randint(0, 3)
if side == 0:
return (random.randint(0, WIDTH), -24)
if side == 1:
return (random.randint(0, WIDTH), HEIGHT + 24)
if side == 2:
return (-24, random.randint(0, HEIGHT))
return (WIDTH + 24, random.randint(0, HEIGHT))
class Knight(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = knight_img
self.rect = pygame.Rect(0, 0, 24, 24)
self.rect.center = courtyard.center
self.speed = 3
self.hearts = 5
self.max_hearts = 5
self.hurt = 0
self.bolt_wait = 30
self.bolt_damage = 1
self.axes = 1
self.magnet = 80
def move(self, keys):
if keys[pygame.K_LEFT]:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT]:
self.rect.x += self.speed
if keys[pygame.K_UP]:
self.rect.y -= self.speed
if keys[pygame.K_DOWN]:
self.rect.y += self.speed
self.rect.clamp_ip(courtyard)
class Monster(pygame.sprite.Sprite):
def __init__(self, kind, pos):
super().__init__()
self.kind = kind
self.image = MONSTERS[kind]["image"]
self.speed = MONSTERS[kind]["speed"]
self.hp = MONSTERS[kind]["hp"]
self.axe_wait = 0
self.flash = 0
self.pos = pygame.Vector2(pos)
self.rect = pygame.Rect(0, 0, MONSTERS[kind]["size"], MONSTERS[kind]["size"])
self.rect.center = self.pos
def update(self, target):
step = pygame.Vector2(target) - self.pos
if step.length() > 0:
self.pos += step.normalize() * self.speed
self.rect.center = self.pos
if self.axe_wait > 0:
self.axe_wait -= 1
if self.flash > 0:
self.flash -= 1
def hit(self, damage):
self.hp -= damage
self.flash = 6
hit_sound.play()
class Bolt(pygame.sprite.Sprite):
def __init__(self, start, target, damage):
super().__init__()
self.pos = pygame.Vector2(start)
step = pygame.Vector2(target) - self.pos
if step.length() == 0:
step = pygame.Vector2(1, 0)
self.velocity = step.normalize() * 7
self.damage = damage
self.rect = pygame.Rect(0, 0, 10, 10)
self.rect.center = self.pos
def update(self):
self.pos += self.velocity
self.rect.center = self.pos
if not screen.get_rect().colliderect(self.rect):
self.kill()
class Gem(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.rect = pygame.Rect(0, 0, 24, 24)
self.rect.center = pos
self.rect.clamp_ip(courtyard)
self.pos = pygame.Vector2(self.rect.center)
def update(self, knight):
target = pygame.Vector2(knight.rect.center)
if self.pos.distance_to(target) < knight.magnet:
self.pos.move_towards_ip(target, 6)
self.rect.center = self.pos
class Night:
def __init__(self):
self.knight = Knight()
self.time = 0
self.monsters = pygame.sprite.Group()
self.bolts = pygame.sprite.Group()
self.bolt_timer = 0
self.spin = 0
self.gems = pygame.sprite.Group()
self.xp = 0
self.level = 1
self.need = 5
self.choices = []
self.pick = 0
self.boss = None
self.state = "playing"
def wave(self):
return min(len(WAVES), self.time * len(WAVES) // NIGHT + 1)
def spawn(self):
wave = self.wave()
if self.time % max(16, 46 - wave * 5) == 0:
kind = random.choice(WAVES[wave - 1])
self.monsters.add(Monster(kind, edge_point()))
if self.boss is None and self.time >= BOSS_AT:
self.boss = Monster("boss", (WIDTH // 2, -40))
self.monsters.add(self.boss)
boss = self.boss
if boss and boss.alive() and boss.hp < MONSTERS["boss"]["hp"] // 2:
if self.time % 120 == 0:
for _ in range(3):
offset = (random.randint(-50, 50), random.randint(-50, 50))
self.monsters.add(Monster("bat", boss.pos + offset))
def nearest(self):
point = pygame.Vector2(self.knight.rect.center)
best = None
for monster in self.monsters:
if best is None or point.distance_to(monster.pos) < point.distance_to(best.pos):
best = monster
return best
def shoot(self):
self.bolt_timer += 1
target = self.nearest()
if self.bolt_timer >= self.knight.bolt_wait and target is not None:
self.bolt_timer = 0
bolt = Bolt(self.knight.rect.center, target.pos, self.knight.bolt_damage)
self.bolts.add(bolt)
def axe_spots(self):
spots = []
for i in range(self.knight.axes):
angle = self.spin + i * 360 / self.knight.axes
offset = pygame.Vector2(70, 0).rotate(angle)
spots.append(pygame.Vector2(self.knight.rect.center) + offset)
return spots
def hurt_monsters(self):
for bolt in self.bolts:
target = pygame.sprite.spritecollideany(bolt, self.monsters)
if target is not None:
target.hit(bolt.damage)
bolt.kill()
for spot in self.axe_spots():
blade = pygame.Rect(0, 0, 36, 36)
blade.center = spot
for monster in self.monsters:
if monster.axe_wait == 0 and blade.colliderect(monster.rect):
monster.hit(1)
monster.axe_wait = 20
for monster in list(self.monsters):
if monster.hp <= 0:
monster.kill()
drops = 8 if monster.kind == "boss" else 1
for _ in range(drops):
self.gems.add(Gem(monster.pos))
def collect(self):
for gem in pygame.sprite.spritecollide(self.knight, self.gems, True):
self.xp += 1
gem_sound.play()
if self.xp >= self.need:
self.xp -= self.need
self.level += 1
self.need += 4
self.choices = random.sample(list(UPGRADES), 3)
self.pick = 1
self.state = "levelup"
level_sound.play()
def upgrade(self, name):
knight = self.knight
if name == "Quick bolts":
knight.bolt_wait = max(8, knight.bolt_wait - 8)
elif name == "Sharp bolts":
knight.bolt_damage += 1
elif name == "Spinning axe":
knight.axes += 1
elif name == "Swift boots":
knight.speed += 1
elif name == "Gem magnet":
knight.magnet += 40
elif name == "Hearty meal":
knight.hearts = min(knight.max_hearts, knight.hearts + 1)
self.state = "playing"
def take_hits(self):
knight = self.knight
if knight.hurt > 0:
knight.hurt -= 1
elif pygame.sprite.spritecollideany(knight, self.monsters):
knight.hearts -= 1
knight.hurt = 75
hurt_sound.play()
if knight.hearts <= 0:
self.state = "lost"
def update(self, keys):
self.time += 1
self.spin = (self.spin + 4) % 360
self.knight.move(keys)
self.spawn()
self.monsters.update(self.knight.rect.center)
self.bolts.update()
self.gems.update(self.knight)
self.shoot()
self.hurt_monsters()
self.collect()
self.take_hits()
if self.time >= NIGHT and self.state == "playing":
self.state = "won"
night = Night()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if night.state == "levelup":
if event.key == pygame.K_LEFT:
night.pick = (night.pick - 1) % 3
elif event.key == pygame.K_RIGHT:
night.pick = (night.pick + 1) % 3
elif event.key == pygame.K_SPACE:
night.upgrade(night.choices[night.pick])
if night.state == "playing":
night.update(pygame.key.get_pressed())
screen.blit(background, (0, 0))
knight = night.knight
for gem in night.gems:
draw(gem_img, gem.rect.center)
for monster in night.monsters:
if monster.flash > 0:
draw(whiten(monster.image), monster.rect.center)
else:
draw(monster.image, monster.rect.center)
if knight.hurt % 10 < 5:
draw(knight.image, knight.rect.center)
for spot in night.axe_spots():
draw(pygame.transform.rotate(axe_img, -night.spin * 3), spot)
dark = min(120, max(0, NIGHT - night.time) * 120 // (60 * 60))
shade.fill((10, 10, 40, dark))
screen.blit(shade, (0, 0))
for bolt in night.bolts:
pygame.draw.circle(screen, BOLT, bolt.rect.center, 5)
for i in range(knight.max_hearts):
if i < knight.hearts:
screen.blit(heart_img, (8 + i * 34, 6))
else:
screen.blit(empty_img, (8 + i * 34, 6))
left = font.render(clock_text(max(0, NIGHT - night.time)) + " until dawn", True, WHITE)
screen.blit(left, left.get_rect(center=(WIDTH // 2, 24)))
label = font.render(f"Level {night.level}", True, WHITE)
screen.blit(label, label.get_rect(topright=(WIDTH - 10, 4)))
pygame.draw.rect(screen, (40, 40, 60), (WIDTH - 160, 30, 150, 10))
pygame.draw.rect(screen, GOLD, (WIDTH - 160, 30, 150 * night.xp // night.need, 10))
if night.state == "levelup":
screen.blit(cover, (0, 0))
title = big_font.render("Level up! Pick one", True, GOLD)
screen.blit(title, title.get_rect(center=(WIDTH // 2, 130)))
for i, name in enumerate(night.choices):
card = pygame.Rect(60 + i * 210, 190, 180, 120)
pygame.draw.rect(screen, (40, 40, 60), card)
if i == night.pick:
pygame.draw.rect(screen, GOLD, card, 4)
else:
pygame.draw.rect(screen, WHITE, card, 2)
text = font.render(name, True, WHITE)
screen.blit(text, text.get_rect(center=(card.centerx, card.y + 40)))
about = small_font.render(UPGRADES[name], True, WHITE)
screen.blit(about, about.get_rect(center=(card.centerx, card.y + 80)))
hint = font.render("Left and Right to choose, Space to take it", True, WHITE)
screen.blit(hint, hint.get_rect(center=(WIDTH // 2, 360)))
if night.state in ("title", "won", "lost"):
screen.blit(dark_cover, (0, 0))
if night.state in ("won", "lost"):
if night.state == "won":
message = big_font.render("Dawn! The keep holds", True, GOLD)
else:
message = big_font.render("The keep has fallen", True, WHITE)
screen.blit(message, message.get_rect(center=(WIDTH // 2, 200)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
All lessons in Pygame Project: Hold the Keep
Practice on your own: Pygame playground